uniform float uTime;

varying vec2 vUv;

#include "../libs/noise.glsl"

void main () {
    vec2 uv = vUv;

    uv *= vec2(6., 1.);
    uv.y += uTime *.3 ;

    vec3 color = vec3(1.);
    float alpha = noise(uv);

    alpha = alpha - abs(vUv.x);
    alpha = alpha - (1.0 - vUv.y) * .5;

    gl_FragColor = vec4(color, alpha);
}